Records the four governors and the task-18 defaults, and states the measured
limit plainly: erosion concentrates ~9x on the curve's shelf risers because
that is where sustained slope is, so flat shelves and lowlands are barely
touched and the lowland continuation of a trunk is river promotion's job, not
erosion's.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Tools/Scripts/README.md: the falloff dials and what they actually do --
including that IslandAxisX is a weak lever because the island is already
Trench-clamped at ~90% of the map width, so nobody re-derives that the hard
way. The spine crest fix, and an explicit note that the spine's AXIS is
still a straight line down the map centre: known, deferred, its own task.
BLUEPRINT_FORMAT.md config-knobs section: the three new dials, each labelled
with whether it moves biomes. CoastProfile does NOT (it cannot move the
waterline, so HGTS changes while BIOM/WBID/WBTB/WSRF stay bit-identical);
IslandAxis* and OffshoreIslandDensity DO, by design.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
BLUEPRINT_FORMAT.md: TDTL rewritten for the v2 body (30 B) with the
version-skip rule spelled out -- this is the one section whose body is
VERSIONED rather than extended, because v1's layout was retired rather
than grown, and a reader that guesses would mint plausible nonsense.
Records edgeAmpM as APPLIED (post-clamp), so the file always describes
the terrain rather than the request. Config-knobs section updated:
ShelfEdgeVariation is metres of INPUT height -- a boundary displacement,
not an elevation.
Tools/Scripts/README.md: the two detail passes and why neither can breach
the red ceiling or the 420 m cap (K2/K6 do not move). Adds an explicit
"no rivers, no erosion, no flow routing anywhere in this pipeline" note
with the reverted D8 pass and its lesson on the record, so the next
reader does not re-derive it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Both sea-level modes documented (flat default 0.15 / legacy field
Lerp); noted the blueprint does not record which model produced it —
the WBTB levels are the observable. Batch runner lives in /tmp
(throwaway), not in-repo.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Byte-accurate entries for the three water sections (transitional
per-body level rule, provisional salinity, WSRF sentinel/quantization),
updated size math (~576 MiB at 8K with water), the on-the-record
rationale for NOT serializing basins, and README updates for the new
pipeline stage, the 0_water snapshot, and the SkipRoads toggle.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every README was read first, checked against the code in its directory, then
rewritten to describe what the code actually does now.
Corrected throughout: map size is config-driven (8192 default) not a fixed
4096; chunks are 24x24x256 not 32x32; road carving is implemented for all four
tiers, not a 'next step'; Data/ and Resources/ are empty, not populated.
Also fixed MATH_MARCHING_CUBES.md, which documented the density sign convention
exactly backwards — it claimed positive was underground, where the code treats
positive as above the surface and counts a corner inside when density < iso.
Getting that backwards inverts every normal, a bug this project has hit before.
The root README now carries accurate run steps: F5 runs the map generator (not
the game), F6 on Scenes/Main.tscn runs the 3D world, and ChunkRadius is a load
radius that should be dropped to 4-8 while iterating.
Docs only. No code changed.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>